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Reflection Masks


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Posted

Is there any tutorials or documentation on how to set up reflection masks.

 

We would like to set up a nice Dynamic glass that only reflects the terrain, trees, sky and maybe a few buildings.

 

What is the process for this as it has been difficult to figure whether to specify the mask in the surface or shader or both.

 

Thanks

Posted

This is the information from the development log. Some inferred guesses in []. Maybe this might help

 

Reflection masks replaced with viewport mask: players now have both viewport and reflection mask, objects have only viewport one.

 

The object surfaces, materials, decals and lights are rendered, if its [viewport] mask matches the player's [viewport mask] one.

 

Reflections are rendered in the viewport if [viewport] masks of reflective materials match the player's [reflection] mask.

 

I guess matches means 'at least one bit in common'

Posted

There is a detailed documentation on bit masks in updated manual, I hope you'll get it within the next SDK update this week.

  • 3 months later...
Posted

There is a detailed documentation on bit masks in updated manual

 

Details on player/viewport/object masking can be found here

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